Nice list. But does this mean sprites are independant from their "usual values"? (E.g. if you add a Moblin, like the one
in your video. This one couldn't should arrows either unlike regular Moblins afaik. Then again this is likely a bad example since their weapon is independant from this hit type list. So let's say, i could crate a (beam shooting) Lynel that will be pushed back when i hit it?)
That beam reflecting idea seems interesting.
(Since only the Level 3 shield can ward a Beamos Laser you could only deflect them with the Mirror shield, which would allow an accordingly themed Level. Yet would this not require recreating all values of hit types since laser/shield damage does not exist as bite information?)
How was the laser reflection in Link's Awakening done? Afair the beam deflects from your shield in another direction (without doing any harm). Is this just a triggered animation like a regular deflected arrow or stone that falls to the ground then?
Also, is it possible to give one bite the information of grabbing enemies? Possibly through one of the bites dependant on a Ring.
I can remember that it was possible to grab stunned enemies in Link's Awakening. Although i know those are two seperate games, and it might also be something more complex since i think those stunned enemies behaved like koopas from super mario - after a while they will be un-stunned and you'll lose your grasp and take damage from touching them.
Sorry if there are a lot of dumb questions here :mellow: